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Firearms

Page history last edited by PBworks 16 years, 7 months ago

Firearms

The financial cost of these guns is derived from historical values, not the usual True20 mechanic for determining weapon price. As a result, guns are cheap. This reflects the general surplus of guns in a post-War economy and properly models the genre, in which anyone -- even the poorest bandit -- can afford a gun.


Stingy Pistols

A stingy pistol (the term is American) is one with a very small powder load. As a result, all stingy pistols have a very short effective range. Subtract 1 from the damage bonus of these guns for every range increment to the target, to a minimum of +0.

Stingy PistolsDamageCriticalIncrementSizeWeightShotsCostDescriptors
Derringer .44

+3

20/+310 ft.Tiny1/2 lb.18B,M
Colt One-shot .41

+2

20/+315 ft.Tiny1/4 lb.19B
Remington 2-shot .41

+2

20/+315 ft.Tiny1/2 lb.211B
Knuckleduster .32

+1

20/+3

15 ft.Tiny1/2 lb.512B,K,SW
Colt Cloverleaf .41

+2

20/+315 ft.Tiny1/2 lb.413B,RC

Single Action Revolvers

To fire a single action revolver, you must first draw back the hammer, then pull the trigger. Gunslingers overcome the slow rate of fire by using fanning or slip-shooting techniques, represented by the Hail of Bullets feat. See New Feats for more information.

Single Action RevolversDamageCriticalIncrementSizeWeightShotsCostDescriptors
Le Mat .42

+3

20/+330 ft.Medium3 1/2 lb.915B,M,RC
- scattergun

+4

20/+3

10 ft. 1LM
S&W Model 2 .32

+2

20/+3

30 ft.Small2 lb.611B,SW
Colt Peacemaker .45

+4

20/+340 ftMedium2 1/2 lb.613B,RC
S&W Schofield .45

+4

20/+340 ft.Medium2 1/2 lb.614B,SW

Double Action Revolvers

The double-action revolver fires every time you pull the trigger, removing the need to cock the hammer. This drastically improves rate of fire. Gunslingers with double-action revolvers may use the Hail of Bullets rules without purchasing a feat. However, 19th century double actions have very stiff triggers. Whenever you use a double-action revolver to fire more than one bullet in a round, all attacks are at a -2 penalty.

Double Action RevolversDamageCriticalIncrementSizeWeightShotsCostDescriptors
Webley Mark I .455

+3

20/+340 ftMedium2 1/2 lb.614B,SW
Colt Lightning .38

+2

20/+3

30 ft.Small2 1/4 lb.611B,RC
Colt Thunderer .41

+3

20/+3

30 ft.Small2 1/4 lb.612B,RC
S&W Frontier .44-40

+3

20/+340 ft.Medium2 1/2 lb.613B.SW

Rifles

RiflesDamageCriticalIncrementSizeWeightShotsCostDescriptors
Springfield Trapdoor .45-70+620/+3175 ft.Large9 lb.115B,BL
Sharps Big .50 .50-90+720/+3150 ft.Large11 lb.117B,BL
Martini-Henry Rifle .45+620/+3150 ft.Large6 lbs.114B,BL
Spenser Carbine .56+520/+375 ft.Large10 lb.713B
Winchester WD .44-40+420/+360 ft.Large10 lb.1711B
Winchester 73 .44-40+420/+375 ft.Large7 lb.1712B
Winchester 76 .45+520/+3125 ft.Large7 1/4 lb.1314B

 

Descriptors

B Ballistic. This weapon inflicts Ballistic damage.

BL Breech Loader. It takes a standard action to load a single this weapon with a single bullet.

K Knuckleduster. The grip of this weapon makes a good fist-load for brawling, making your unarmed attacks lethal if you choose. The knuckleduster does not add to your unarmed damage bonus however.

LM The Le Mat has two barrels. The top is a standard .42 revolver; the bottom fires a single 16 gauge shotgun round. Reloading the shotgun barrel requires a standard action. Use the rules for Shotguns when firing the Le Mat's lower barrel.

M Misfire. Probably due to age and primitive design, this gun is more likely to misfire or jam. The weapon automatically misses on an attack roll that is a natural 1 or 2.

RC Rimmed Cartridges. It takes a full round action to empty this gun after all its shots have been fired. Another full round action will reload it.

SW Smith & Wesson system. Emptying the cartridges from these guns is a move action. It takes another standard action to reload the weapon. Webley revolvers have a different self-extracting system with the same game effect.

 

From the Catalog

Magnetic Needler Marketed to women due to its small size, light weight, and easy recoil, this pistol uses intense magnets to fire 2mm steel needles out of a small box. The battery lasts for 50 shots (replacing battery or ammo box is a move action). Exotic Weapon Training; Damage +2; Critical 18-20/+3; Piercing; Range 80 ft; Small; shots 25; 2 1/4 lbs; Purchase DC 15

Dinosaur Rifle .43 When your Buffalo rifle just won't do. Firearms Training; Damage +11; Crit 20/+3; Ballistic; Range 210 ft.; Large; 6 shots; 24 lbs.; Purchase DC 18

Personal Artillery The extreme size of this weapon means that even those with Firearms Training are -4 on attack rolls with it. Aiming is recommended. Firearms Training; Damage +13; Crit 19-20/+4; Ballistic; Range 125 ft.; Huge; 6 shots; 32 lbs.; Purchase DC 19

Vulcan Gun Named for its vulcanized rubber bullets, the Vulcan Gun is ideal for riot-suppression and other incidents which require a minimum of bloodshed. Muzzle velocity is very low, and the gun is intended for short range. Firearms Training; Damage +3 non-lethal; Critical 20/+3; Bludgeoning; Range 10 ft.; Large; 12 shots; 13 lbs; Purchase DC 16

Clockwork Carbine Austrian clockwork-operated machine carbine. It is loaded with two metal tubes, each of which contains ten rounds. Changing a tube is a move action. After firing 100 rounds, the weapon must be rewound, which takes five rounds. Firearms Training; Damage +3; Critical 20/+3; Range 40 ft; Ballistic, Autofire; Large; 20 shots; Malfunctions on a 1-2; Purchase DC 17. There is also a heavy .40-44 version for export: Damage +4; shots 16; 10 lbs; Purchase DC 18.

Challenger Combustion Projector A Victoriana flame-thrower, the Challenger Combustion Projector uses a unique chemical compound that burns quick and hot, kept in a backpack tank and squirted through a hose fitted with a single action hammer and trigger. The Projector must have its hammer cocked before it can be fired; pulling the trigger sets off a blank round which ignites the chemical fuel. There are ten blanks in the stock, and enough fuel for ten shots.

The target of the Projector suffers a +5 lethal fire attack. Unless the target’s armour is completely sealed (like a battlesuit, diving suit, or coal suit), it gives no Toughness benefit against the flames. Those hit with the Projector must succeed in a DC 15 Reflex save or catch fire, taking an additional +2 attack every round until they spend a full round trying to put the fire out. This entitles them to another Reflex save (DC 15) but on a failure, the flames continue. After five rounds the flames go out in any case. Exotic Weapon Training; Large; 40 lbs; Purchase DC 21

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